THUG2GM:Leveleditor

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Morten1337
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THUG2GM:Leveleditor

Postby Morten1337 » Mon May 03, 2010 2:26 pm

EDITED 22/06/2011

LEVELEDITOR V2

As I wrote some months ago, I started over with this project to create a much better mod.
Haven't really showed it to the public yet, so I want to give you a little taste of the new version.

Lots of stuff have been removed /or/ rewritten. Only the features that i thought was not good enough has been removed.
But I'm bringing in a new thing that I'm really proud of. Which is the ability to place objects from the Create-a-Park assets into any level. Total freedom!

Image
Image

Still more to come...
Please ask questions, feedback, anything!

%.gone.
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Re: THUG2GM:Leveleditor

Postby %.gone. » Mon May 03, 2010 4:05 pm

nice work

qwertysind
Posts: 117
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Re: THUG2GM:Leveleditor

Postby qwertysind » Fri May 14, 2010 9:36 am

very nice

I can not seem polite but skejt23 has created thing like this, but for thaw

I think ur leveleditor better :DDD

can u remove standart level objects?

Morten1337
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Re: THUG2GM:Leveleditor

Postby Morten1337 » Fri May 14, 2010 1:46 pm

I know skejt has made something similar, but keep in mind that i've been developing this for almost 2 years.

Yes you can remove standard level objects, you can also clone some and move them, also there are other "tools" in there;
particle tool, model spawner(w/ size, color- settings), vehicle model spawner(w/ size, color- settings), pedestrian spawner(w/ a custom "create-a-ped"), spawning 2d sprites/text in 3d space(ala. online names), custom restarts(similar to "create-a-goal"++spawns "Tactical Insertion"-ish smoke like in WM2 :D)

The "leveleditor cursor" is edited so it can through walls and outside "KillSkater"-areas. ++ These "KillSkater"-areas aka "out-of-bounds" can be deleted with the m_action tool. :o

qwertysind
Posts: 117
Joined: Sun Mar 14, 2010 9:07 am

Re: THUG2GM:Leveleditor

Postby qwertysind » Sat May 15, 2010 1:50 am

It is too hard for me :D
but can I learn how did г вdohat, and how to use it?
:oops:
can u do smthng like this for THAW
'cause I do not like thug2
or may be for thug1...

cursor is freeroaming?
:)

Morten1337
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Posts: 322
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Location: Norway

Re: THUG2GM:Leveleditor

Postby Morten1337 » Sat May 15, 2010 5:39 am

it's possible to "port" to either thaw or thug, but for thaw it will be too much work.
Unless someone creates a tool that can import full qb's instead of separate functions. :)

qwertysind
Posts: 117
Joined: Sun Mar 14, 2010 9:07 am

Re: THUG2GM:Leveleditor

Postby qwertysind » Sat May 15, 2010 7:44 am

hm...?
it's uncomfortably, but there no other ways
but how does it work?
can you send me pm where I can see instruction :D or that "mod"?

and how can i use .img files for thaw that i did with img2tga for ug2?

I once made working .img.wpc file, but idk how

I replaced first ** ** ** ** numbers from .img.xbx to my .img.wpc in hex.
It works, but other does not work
there does not show my pictures, it show me black-multicolored pic :( like broken TV
what do i want to do? :D

Morten1337
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Posts: 322
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Location: Norway

Re: THUG2GM:Leveleditor

Postby Morten1337 » Sat May 15, 2010 4:26 pm

try to keep on topic please.
anyways i haven't really tried to mess with thaw images, but i think you just have to replace the header or something :S

qwertysind
Posts: 117
Joined: Sun Mar 14, 2010 9:07 am

Re: THUG2GM:Leveleditor

Postby qwertysind » Sun May 16, 2010 6:16 am

#/ other mech. percent complete|
#/-----------------------------/
#/ save/load = (5%) |

There will be saving/loading?
cool
may be function which can create own levels?
or mix levels, like merge menu, but levels do not merge with each other and merge with some distance
and, as you said, copy some level places and paste to other levels

Morten1337
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Posts: 322
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Re: THUG2GM:Leveleditor

Postby Morten1337 » Fri Jun 25, 2010 2:08 pm

bump,
I've pretty much finished the basic mechanics now, never thought i would actually make it this far!! :D :o

but lets go!; its now possible to move all types of geometry in the level, (thanks to CHC! <3)
finished the particle spawner, -no custom particles YET.
vehicle spawner is working, -no collision, -"enter vehicle" not ready yet.

some more images: 8-)
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Image
Image
Image
Image


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